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  1. #11
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
    Posts
    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    It is... Quite the enigma. FFXIV's Combat gameplay only ever becomes worse, and more of boring, dull, lousy, lower quality, and simple, to the point of not even being a RPG any longer, and just mere glorified action; and yet Squeenix continues to succeed in their goal of "more players"...
    I wonder how the dev team feels about this, forced by Squeenix to do this to their game.

    on a different scale, the Old Dark Arts returns conundrum is bothering me again...
    say that Dark Knight's damage potential is as good as the other tanks, but then old Dark Arts had some effects to increase the potency of attacks, so this would cause a modern Dark Knight with old Dark Arts, to out-damage any other Tank, unto which either Dark Arts would be nerfed and ruin the point, or Dark Knight's damage would be nerfed; which would make the Dark Knight's damage reliant on Dark Arts, to be equal to other Tanks, and none of us Dark Knights want old Dark Arts to come back as a Liability...
    and then the irony of this concern, if we consider the fact that the current "Dark Arts".. that comes from The Blackest Night, and in effect The Blackest Night itself, IS a liability to our damage potential, due to the stupid design of "Broken shield = damage gain".

    one common agreement is that the problem-solve would be: Dark Arts does not affect damage potential, but I am not certain how to do this, since if Dark Arts has effects related to MP recovery and management, or our other resource(s), that would affect the damage potential of the Dark Knight... As such, what would be a "safe" effect for old Dark Arts? is the answer defensive and HP recovery effects only?
    but then that bother-some argument of "but spending MP on Dark Arts would be a damage loss, no matter what" comes into play, and the effects of Dark Arts gets regarded as: "how much of a damage loss?" ...What would be the within reason problem solve to this?, I have been thinking to myself...and the answer came to me, while reading the ongoing subject in here, about the issue with Tank gameplay.

    there is, simply, a fundamental serious problem with Tanks. why is damage potential and DPS, or the loss of, even a concern.. for TANKS?
    there is a fundamental design flaw in this game, and that is: "DPS is more important than aught else, and only damage matters"; Tanks are just tankish DPS, not true tanks, which ruins any attempt at all to design the Tanks as "Tanks", including our Dark Arts problem, because the Tanks need to be tankish damagers, not real Tanks.
    every design idea that I think up for Dark Arts, hits this aggravating wall of disapproval, but other players are irritatingly correct, in the sense of any idea has one issue or another with it, because of this aggravating fundamental battle/fights combat design flaw.
    (6)
    Last edited by Anahlise_Auhn_Giinslai; 07-03-2021 at 07:39 AM.
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    [...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
    [...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]